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Trefferpunkte

Trefferwürfel 1d8 pro Stufe

Übungen

DEX , INT

Alternate Rogue

Stufe Übungsbonus Eigenschaften Sneak Attack Exploits Known Exploit Die Exploit Dice
1 + 2 Sneak Attack Expertise Thieves' Cant 1d6 0 0 0
2 + 2 Sneak Attack Expertise Thieves' Cant 1d6 2 1d4 2
3 + 2 Sneak Attack Expertise Thieves' Cant 2d6 2 1d4 2
4 + 2 Sneak Attack Expertise Thieves' Cant 2d6 2 1d4 2
5 + 3 Sneak Attack Expertise Thieves' Cant 3d6 3 1d6 3
6 + 3 Sneak Attack Expertise Thieves' Cant 3d6 3 1d6 3
7 + 3 Sneak Attack Expertise Thieves' Cant 4d6 4 1d6 3
8 + 3 Sneak Attack Expertise Thieves' Cant 4d6 4 1d6 3
9 + 4 Sneak Attack Expertise Thieves' Cant 5d6 5 1d6 3
10 + 4 Sneak Attack Expertise Thieves' Cant 5d6 5 1d6 3
11 + 4 Sneak Attack Expertise Thieves' Cant 6d6 6 1d8 4
12 + 4 Sneak Attack Expertise Thieves' Cant 6d6 6 1d8 4
13 + 5 Sneak Attack Expertise Thieves' Cant 7d6 7 1d8 4
14 + 5 Sneak Attack Expertise Thieves' Cant 7d6 7 1d8 4
15 + 5 Sneak Attack Expertise Thieves' Cant 8d6 7 1d8 4
16 + 5 Sneak Attack Expertise Thieves' Cant 8d6 7 1d8 4
17 + 6 Sneak Attack Expertise Thieves' Cant 9d6 8 1d10 5
18 + 6 Sneak Attack Expertise Thieves' Cant 9d6 8 1d10 5
19 + 6 Sneak Attack Expertise Thieves' Cant 10d6 8 1d10 5
20 + 6 Sneak Attack Expertise Thieves' Cant 10d6 8 1d10 5

Klasseneigenschaften

Stufe 1

Sneak Attack
Expertise
Thieves' Cant

Stufe 10

Reliable Talent

Stufe 11

Ruthless

Stufe 12

Ability Score Improvement

Stufe 13

Roguish Archetype

Stufe 14

Blindsense

Stufe 15

Slippery Mind

Stufe 16

Ability Score Improvement

Stufe 17

Roguish Archetype

Stufe 18

Elusive

Stufe 19

Ability Score Improvement

Stufe 2

Cunning Action
Devious Exploits

Stufe 20

Stroke of Luck

Stufe 3

Roguish Archetype

Stufe 4

Ability Score Improvement

Stufe 5

Cunning Strike

Stufe 6

Uncanny Dodge

Stufe 7

Roguish Archetype

Stufe 8

Ability Score Improvement

Stufe 9

Evasion

Übungen

Armor

light

Skills

Startausrüstung

Alternativ kannst du starten mit: 4d4 × 10|4d4 × 10|Starting Gold

Klasseneigenschaften

Sneak Attack (Level 1)

Also starting at 1st level, you ruthlessly exploit distractions or flaws when striking. Once per turn when you hit a target with a finesse or ranged weapon attack, you can deal a bonus 1d6 damage on hit if you had advantage on your attack roll.

You do not need advantage on this attack roll if your target has another conscious hostile creature within 5 feet of it, and you do not have disadvantage on your attack roll.

This bonus damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue table.

Expertise (Level 1)

You master a signature set of skills and abilities. At 1st level, choose any combination of two skill and tool proficiencies.

If you were not proficient, you gain proficiency. If you were already proficient, you add double your Proficiency Bonus to any ability checks you make with that skill or tool.

As you gain levels in this class, you are able to specialize with additional skills. Another skill or tool proficiency of your choice gains this benefit at 6th, 10th, 15th, and 18th level.

Thieves' Cant (Level 1)

Finally at 1st level, you learn to speak, understand, and leave messages in Thieves' Cant, the secret jargon of the criminal underworld. You can use this secret code to hide messages in normal conversation or leave secret markings on objects.

Alternately, you can forgo Thieves' Cant and instead learn to speak, read, and write two languages of your choice.

Cunning Action (Level 2)

Your sharp reflexes allow you quickly maneuver. Beginning at 2nd level, you can take either the Dash, Disengage, Hide, or Use an Object action as a bonus action on your turn.

At 11th level, you can take a second bonus action on each turn, but you cannot use the same bonus action twice.

Devious Exploits (Level 2)

At 2nd level, you learn to utilize various tricks which enhance your particular set of skills, both on and off the field of battle.

Exploit Dice

The Rogue table shows the number of Exploit Dice you have to perform Exploits you know. Most require you to expend Exploit Dice in order to use them. You can only use one Exploit per weapon attack, ability check, or saving throw, and you regain all of your expended Exploit Dice when you finish a short or long rest.

Your Exploit Dice begin as d4s, and increase in size as you gain levels, as indicated in the Rogue table.

Whenever you add an Exploit Die to a roll, always roll your Exploit Die and add the result to your roll.

Exploits Known

At 2nd level, you know two Exploits of your choice from the list at the end of this class description. To learn an Exploit, you must meet any prerequisites it has, like a minimum level or ability score.

You learn more Devious Exploits of your choice as you reach certain levels in this class, as shown in the Exploits Known column of the Rogue table.

Finally, when you gain a Rogue level, you can replace one Exploit you know with another you could learn.

Saving Throws

When an Exploit requires a saving throw, its Save DC is based on your Strength or Dexterity. Once you choose which ability score to use, it cannot be changed:

Exploit save DC

Devious Skill

Your talent gives you an edge. When you make an ability check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know the result.

Roguish Archetype (Level 3)

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 7th, 13th, and 17th level.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Cunning Strike (Level 5)

You exploit weaknesses to great effect. Beginning at 5th level, when you make an attack that qualifies for Sneak Attack, you can forgo some of that bonus damage to use one Exploit you know without expending Exploit Dice, using the rules here:

  • This Exploit must be used as part of a weapon attack.

  • Reduce your Sneak Attack bonus damage by a number of d6s equal to the degree of this Exploit.

For example, if you were to use this feature to use the crippling strike Exploit by reducing your Sneak Attack bonus damage by 2d6 since crippling strike is a 2nd-degree Exploit.

Uncanny Dodge (Level 6)

Beginning at 6th level, your reflexes you to dodge, deflect, and avoid damage. Whenever you are hit by an attack that you can see, you can use your reaction to halve the damage you take.

At 14th level, you can move up to half your speed without provoking opportunity attacks as part of this reaction.

Roguish Archetype (Level 7)

At 7th level, you are granted a feature of your chosen archetype.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Evasion (Level 9)

Starting at 9th level, your supernatural agility lets you dodge out of the way of certain area effects, like a dragon's breath or a lightning bolt spell. Whenever an effect allows you to make a Dexterity saving throw to take only half damage, you take no damage on a success, and only half damage on a failure.

Reliable Talent (Level 10)

Your signature skills that made you famous, or infamous, are beyond reproach. Beginning at 10th level, when you make an ability check that adds your Proficiency Bonus or an Exploit Die, you treat a roll of 9 or lower on the d20 as a 10.

Ruthless (Level 11)

Starting at 11th level, when you use a Devious Exploit as part of an attack that includes your Sneak Attack bonus damage, you can reduce the bonus damage by 2d6 to force your target to make its saving throw with disadvantage. You can use this feature and Cunning Strike as part of the same attack.

For example, if you were to use Cunning Strike to use the crippling strike Exploit, you could reduce your Sneak Attack bonus by an additional 2d6 (for a total reduction of 4d6), to force the target to make its Constitution saving throw at disadvantage.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Roguish Archetype (Level 13)

At 13th level, you are granted a feature of your chosen archetype.

Slippery Mind (Level 15)

Your endless pursuit of perfection in your chosen area of skill has honed your mind. Starting at 15th level, whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you gain a bonus to your roll equal to your Exploit Die.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Roguish Archetype (Level 17)

At 17th level, you are granted a feature of your chosen archetype.

Elusive (Level 18)

Your uncanny sense for danger makes it nearly impossible for your foes to gain the upper hand against you. Starting at 18th level, so long as you are not Incapacitated, no attack rolls that target you can be made with advantage.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Stroke of Luck (Level 20)

You have a supernatural knack for finding success when you need it most. Upon reaching 20th level, when you roll a d20 for an ability check, attack roll, or saving throw, you can treat the result as a 20 on the d20. You can do so after you know the result of your roll and whether you succeed or fail.

Once you use this feature you must finish a short or long rest before you can use it again.

Multiklassen

Multiklassen-Voraussetzungen

{"dex":13}

Erworbene Übungen

Armor light
Skills Choose Wählen 1 von Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight Of Hand, Stealth

Unterklassen

Unterklassen-Eigenschaften

Acrobat

Acrobat (Level 3)

Acrobats are acrobatic Rogues who seek danger out, living for the adrenaline rush of near-death experiences. Acrobats would rather leap across rooftops than walk the streets, and in turn, they develop a knack for avoiding certain death.

Acrobatic Training

You have honed your body into the perfect tool, able to strike and maneuver with precision. You gain the following benefits:

  • You gain a climbing speed equal to your walking speed.

  • You can climb difficult and sheer surfaces without making an ability check if you move at half your normal speed.

  • You can use Dexterity to calculate your jump distances.

  • Your unarmed strikes gain the finesse property, and on hit, they deal bludgeoning damage equal to your Exploit Die + your Strength or Dexterity modifier (your choice).

Flying Strike

When you fall at least 5 feet then hit a creature with a melee weapon attack, your attack qualifies for Sneak Attack, so long as you do not have disadvantage on your attack roll.

Your target must then succeed on a Strength saving throw against your Exploit save DC or it is knocked Prone. Targets larger than you have advantage on this saving throw.

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Death from Above (Level 7)

You strike at your foes from unorthodox airborne positions. If you make a weapon attack while airborne and at least 10 feet off the ground you have advantage on your attack roll.

Slow Fall (Level 7)

Your experience falling from great heights has made you an expert at landing without hurting yourself. You can use aerial maneuver at-will, without expending an Exploit Die.

If you land on something soft to breaks your fall, like a body of water or wagon of hay, you take no damage from that fall.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Defy Death (Level 13)

Your many close brushes with death have made you adept at escaping it. You add your Proficiency Bonus to death saving throws. When you make a death saving throw and roll above a 20, it has the same effect as if you rolled a 20 on the d20.

Stunning Leap (Level 13)

As a bonus action, you can spend 5 feet of movement to jump up to 20 feet, even if this would exceed your remaining speed.

Masterful Aerialist (Level 17)

You are unparalleled in your ability to maneuver your body. Whenever you make a Dexterity ability check or saving throw and the total result is lower than your Dexterity score, you can use your Dexterity score in place of your roll.

Arcane Trickster

Arcane Trickster (Level 3)

Where most rogues rely solely on their exquisite set of skills, you have chosen to compliment yours with magic. Enhancing your skills and subterfuge with arcane spells, you are able to achieve wondrous feats of trickery. Most rogues who walk the path of the Arcane Trickster choose to become pranksters, burglars, infiltrators, pickpockets, and even adventurers.

Spellcasting

When you adopt the Arcane Trickster Archetype you learn to enhance your skills and talents with minor arcane spells.

Cantrips

You learn three cantrips: mage hand and two other cantrips of your choice from the Arcane Trickster's spell list at the end of this Archetype. You learn another cantrip of your choice from this list when you reach 10th level.

Spell Slots

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all of your expended spell slots each time you finish a long rest.

Spells Known of 1st Level and Higher

You know three 1st-level Arcane Trickster spells. The Spells Known column of your Spellcasting table shows when you learn more spells of 1st-level or higher, of a level for which you have spell slots.

When you gain a level, you can replace one of your Spells Known with a spell from the Arcane Trickster spell list. The spell must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Arcane Trickster spells. You use Intelligence whenever a spell refers to your spellcasting ability. You also use your Intelligence modifier when setting the saving throw DC or making a spell attack roll for an Arcane Trickster spell.

Spell save DC
Spell attack modifier

Mage Hand Adept

You make the most of your minor magicks. You can choose for your mage hand to be invisible, you can control the hand with your bonus action, and if you are proficient, it can make Sleight of Hand and Thieves' Tools checks.

Arcane Misdirection (Level 7)

As a bonus action, you can move your mage hand and use it to distract a creature within 5 feet, granting you advantage your next attack roll against it before the end of your turn.

Magical Polymath (Level 7)

You can use any spell scroll without restriction as if the spell was on the Arcane Trickster spell list. Also, when you could learn a new Arcane Trickster spell, you can instead choose to learn a spell from a spell scroll or Spellbook.

When you do so, it becomes an Arcane Trickster spell, but the scroll or Spellbook page you copied it from is destroyed.

Trickster's Ambush (Level 13)

You use subterfuge to enhance your magic. When you use Arcane Misdirection, the target has disadvantage on the first saving throw you force it to make before the end of your turn.

In addition, when you use Uncanny Dodge, you can choose to teleport to an unoccupied space you can see within 15 feet.

Spell Thief (Level 17)

Your aptitude for arcane theft is unparalleled. When you are targeted by or within the area of effect of a spell, you can use your reaction to attempt to steal the spell's magic. Both you and the caster make a spell attack roll.

If you lose or tie, the spell takes effect as normal. If you win, the spell fails, and once before the start of your next long rest you can cast that spell once, at its lowest level, as if it were an Arcane Trickster spell without expending a spell slot.

If the spell was of a level for which you have spell slots, you can also replace one of your Spells Known with that spell.

You can use this feature once per long rest at no cost, after which, you must spend a 3rd-level spell slot to use it again.

Assassin

Assassin (Level 3)

You have chosen to specialize in the grim art of death. As an Assassin, you make use of stealth, poisons, and disguises to attack your foe when they least expect it. For those who walk this path, they find work as killers, spies, and bounty hunters

Assassinate

As an assassin you are at your deadliest when your foes have no time to react. You gain the following benefits:

  • After initiative order is determined, you can expend an Exploit Die and add it to your initiative roll.

  • You have advantage on weapon attack rolls against any creature that has not yet acted in combat.

  • Whenever you hit a creature that is Incapacitated or Surprised with a weapon attack that adds your Sneak Attack bonus, it becomes an automatic critical hit.

Infiltrator

You are adept at blending in where you don't belong. You gain proficiency with both disguise and poisoner's kits.

Over the course of 10 minutes, which can be during a short or long rest, you can use your disguise kit to craft a disguise that resembles a dead or Unconscious humanoid, so long as you have its body. This disguise is detected by a successful Search action against your Exploit save DC.

Finally, you can unerringly mimic any Humanoid's speech, so long as you have spent at least 10 minutes listening to it, and you can speak the language you wish to mimic.

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Deadly Blade (Level 7)

You are exceptionally skilled at taking lives when conditions are right. When you score a critical hit and roll a 1 on any of your damage dice for that attack, you can re-roll those dice.

Also, whenever you add your Sneak Attack bonus to an attack, you can use Cunning Strike to reduce that bonus by 1d6 to force the target to make a Constitution saving throw against your Exploit save DC. On a failed save, the creature is Poisoned until the beginning of your next turn.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Flawless Infiltrator (Level 13)

The skill with which you adopt other creatures' identities is nearly supernatural. You learn to speak, read, and write three additional languages of your choice, and whenever you make an ability check to maintain a disguise's credibility, you gain a bonus to your roll equal to your Exploit Die

In addition, you also add your Rogue level to the DC of any check a creature makes to see through your disguise.

Master Poisoner (Level 13)

Your skill with poisons exceeds that of all others who study the toxic arts. You can use any Devious Exploit you know that allows you to craft a poison (such as craft simple poison), and apply that poison to a weapon, with one bonus action.

You also learn craft advanced poison, but it doesn't count against your total number of Exploits Known.

Death Strike (Level 17)

You have become a master of instant death. When you add your Sneak Attack damage bonus to a weapon attack, you can choose for that attack to be an automatic critical hit.

Once you use this feature you must finish a short or long rest before you can use it again.

Avenger

Avenger (Level 3)

Most adventurers who serve the gods do so openly as priests, Clerics, and Paladins. However, some dark and ruthless gods bestow divine power upon Avengers. These zealous servants work tirelessly to impose the will of their god and resort to whatever means they deem necessary. Operating in the shadows, and driven only by faith, they answer to no mortal.

Anointed Magic

Your fervent devotion to your god has infused you with the ability to channel Divine Favor to cast divine magic:

Divine Favor

The blessings of your god are represented by a pool of Divine Favor. The Anointed Magic table on the next page shows how much Divine Favor you have to cast Avenger spells of 1st-level and higher. To cast a spell, you must expend Divine Favor equal to the spell's level, and you regain all your expended Divine Favor when you finish a short or long rest.

Divine Limit

Your Rogue level limits the amount of Divine Favor you can channel at once. This limit is shown in the Divine Limit column of the Anointed Magic Table.

Spells Known of 1st Level and Higher

You learn two 1st-level spells of your choice from the Avenger spell list on the next page. The Spells Known column of the Anointed Magic table shows when you learn more Avenger spells of 1st-level or higher. Spells you learn must be of a level equal to, or lower than, the Divine Limit as shown for your Rogue level.

Whenever you gain a level, you can choose one Avenger spell you know and replace it with another Avenger spell of your choice of a level equal to your Divine Limit or lower.

Spellcasting Ability

Charisma is your spellcasting ability for your Avenger spells, so you use your Charisma whenever a spell refers to your spellcasting ability, when you set a spell saving throw DC, or when you make a spell attack roll.

Spell save DC
Spell attack modifier

Consecrated Blade

During a short or long rest you can perform a 1 hour ritual to consecrate one melee weapon you touch. If you perform this ritual on another weapon, the holy benefits transfer to it.

Your Consecrated Weapon counts as a Holy Symbol you can use it as a spellcasting focus for your Avenger spells. You can also add your Sneak Attack bonus damage to the attacks with this weapon even if it does not have the finesse property.

However, all other rules of for Sneak Attack still apply.

Divine Step (Level 13)

Nothing stands between you and those you mark for justice. As a bonus action, you can expend 2 Divine Favor to instantly teleport to an unoccupied space you can see within 60 feet that is within 5 feet of a hostile creature. When you appear you can make one weapon attack against it with advantage.

Hand of the Gods (Level 17)

You stand among the most loyal and trusted mortal servants of your god. You regain the use of both your Channel Divinity features when you roll initiative.

Also, when you reduce the target of Vow of Enmity to 0 hit points, you regain expended Divine Favor equal to your Charisma modifier (min. of 1).

Bloodknife

Bloodknife (Level 3)

The Infernal Legions have many soldiers, but none are more deadly than those known as Bloodknives. The elite warriors of Hell's armies, Bloodknives enhance their significant skills with infernal blood magic. By sacrificing their own vitality, they gain access to sinister abilities beyond the skill of other mortal warriors. Experts at sowing chaos and death among, their foes, Bloodknives are dispatched by the Lords of Hell only when an especially powerful foe needs to be dealt with.

Forked Tongue

You learn to speak, read, and write Abyssal or Infernal, and depending on the language you choose, you gain proficiency in either Deception (Infernal) or Intimidation (Abyssal).

Whenever you make an ability check with that skill, you can treat a d20 roll of 7 or lower on the d20 as an 8.

Dread Strike

You can sacrifice your own vitality to empower your attacks with infernal magicks. When you hit a creature with a melee weapon attack, you can reduce your maximum hit points by one roll of your Exploit Die to gain the following benefits:

  • You do not need advantage on your attack roll to qualify for Sneak Attack. All other Sneak Attack rules still apply.

  • You use d8s for your Sneak Attack bonus instead of d6s.

  • You can choose for the attack's damage to be necrotic.

  • If the attack reduces a hostile target to 0 hit points, you can gain temporary hit points equal to your Rogue level.

Reductions to your maximum hit points from this feature last until the end of your next long rest, at which point, your maximum hit point changes from this return to normal.

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Hellish Curse (Level 7)

When you hit a creature with a Dread Strike attack, it cannot regain hit points until it finishes a long rest.

Also, whenever you use Dread Strike, you can reduce your Sneak Attack bonus by 1d8 and force the creature to make a Charisma saving throw against your Exploit save DC. On a failure, it is Frightened of you until the end of its next turn.

Siphon Vitality (Level 7)

You can draw life from the pain you inflict. Whenever you hit with a Dread Strike you can gain temporary hit points equal to your Rogue level. If your Dread Strike reduces your target to 0 hit points it does not reduce you maximum hit points.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Umbral Veil (Level 13)

Your service to the infernal powers has earned you a sinister blessing. You are always under the effects of the nondetection spell, and once between each long rest, you can cast greater invisibility on yourself, without expending a spell slot.

Touch of Death (Level 17)

You wield infernal magic comparable to the most powerful servants of Hell. The Frightened condition from your Hellish Curse lasts indefinitely. The creature repeats its saving throw at the start of each of its turns. On a success the effect ends, but on a failure, it gains 1 level of Exhaustion.

Burglar

Burglar (Level 3)

You have honed your skills in the larcenous arts. While not all Thieves are criminals, most find employ as burglars, bandits, cutpurses, and treasure hunters. Your set of skills grants you increased agility and stealth, but also abilities that are helpful for delving into dangerous ruins and using ancient artifacts.

Quick Fingers

You are a master of pilfering pockets when your mark has its guard down. When you add your Sneak Attack bonus to a melee attack, you can reduce the bonus damage by 1d6 to attempt to steal an object from your target. Make a Dexterity (Sleight of Hand) check contested by your target's Wisdom (Perception) check.

On a success, you can remove one object of your choice from the target's pockets, bag, pouch, belt, or another that object it is not holding.

Finally, you can use your Cunning Action to use a set of tools or to make a Dexterity (Sleight of Hand) check as a bonus action on your turn.

Nimble

You gain a climbing speed equal to your walking speed, and you can also use your Dexterity, in place of Strength, when you calculate your long or high jump distance.

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Supreme Sneak (Level 7)

You have advantage on Dexterity (Stealth) checks while moving at half your speed, and you can attempt to Hide even when you are only lightly obscured.

Also, when you hit a target with an attack that adds your Sneak Attack bonus, you can use Cunning Strike to reduce the bonus by 1d6 to take the Hide action before the end of your turn, no action required.

Treasure Lore (Level 7)

You have a knack for finding useful information and lost lore. Whenever you make an ability check to research, investigate the workings of, or assess the value of a magic item, treasure, or trap, you gain a bonus equal to your Exploit Die.

You can also use the Use an Object action to activate a magic item, cast a spell from a spell scroll, drink a potion, or utilize a magic object that would take an action.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Use Magic Device (Level 13)

You have learned enough about the inner workings of magic objects that you can improvise the use of any item even when it is not intended for your use. You ignore all alignment, class, race, and level requirements for the use of magic items, spell scrolls, and potions. If one of these magical items requires a spellcasting ability, you use your Intelligence.

For example, you could cast a spell from a Wizard's spell scroll or attune to a Holy Avenger or Dwarven Thrower.

Quick Reflexes (Level 17)

The time you've spent pilfering pockets and treasures has honed your reflexes to near-supernatural heights. You gain an additional bonus action that you can take on each of your turns, though, it can only be used to take one of the actions from your Cunning Action.

If you do not use this additional bonus action, you instead gain one additional reaction that you can use before the start of your next turn. A single effect can only trigger one reaction.

Gambler

Gambler (Level 3)

While all Rogues enjoy risky behavior, the life of a Gambler revolves around this risk. They enjoy nothing more than high-stakes situations where they can put everything on the line. Often found in taverns and casinos, these Rogues cannot help but gamble away any wealth they acquire in their adventures.

Gambler's Knack

In life's games, sometimes you win, and sometimes you need to improvise. You gain proficiency with improvised weapons, playing cards, and one gaming set of your choice. Whenever you make an ability check that incorporates a gaming set you gain a bonus to your roll equal to your Exploit Die.

Also, when you make an improvised weapon attack, it uses your Exploit Die for its damage unless it was already higher.

Finally, if you spend at least 1 minute observing or playing a game you aren't familiar with, you can add your Proficiency Bonus to any ability check related to the game. However, only one game or gaming set can benefit from this feature a time.

Pick a Card

Decks of cards count as improvised weapons for you. When you use them as a weapon, playing cards have the finesse and thrown (30/60) properties, and on hit, your playing cards deal slashing damage equal to 1d4 + your Dexterity modifier.

Once per turn, when you make a playing card attack the number rolled on the d4 grants your attack a bonus effect:

RollBonus Effect

1

The target's speed is reduced to 10 feet until the beginning of your next turn.

2

Add your Sneak Attack bonus damage even if this attack doesn't meet the requirements.

3

You gain temporary hit points equal to twice your Exploit Die.

4

You can switch places in initiative order with the target, starting with the next round.

Alternately, you can use a deck of standard playing cards to determine the bonus effect applied to playing card attacks by drawing a random card on hit and checking its suit: clubs (1), diamonds (2), hearts (3), spades (4), or Joker (your choice).

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Strange Luck (Level 7)

You are blessed with an entertaining, yet strange, luck. Your weapon attack rolls score a critical hit on a roll of 7 or 20 on the d20, but your weapon attack rolls of 13 or 1 on the d20 are both considered critical failures. Good luck!

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Quickdraw (Level 13)

You always make the first move. You have advantage on your initiative rolls, and if you make a playing card attack during your first turn, you can choose the effect of Pick a Card.

You also learn the quick draw Exploit, but it doesn't count against your total number of Exploits Known. When you use this Exploit it also works for your thrown weapon attacks.

Jackpot (Level 17)

Your good fortune is another's bad luck. Whenever you roll a 6 on a d6 for one your Sneak Attack bonus damage dice, you roll an additional d6 and the result to the damage roll. You continue rolling additional damage dice until you don't roll a d6.

In addition, the damage dealt by your playing card attacks increases to 2d4 + your Dexterity modifier, and you choose which of those d4 results determines your Pick a Card for that attack.

If you score a critical hit with a playing card attack, you can choose for two of your Pick a Card effects to happen.

Investigator

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Insightful Strike (Level 7)

Your predictive capabilities in combat have increased. Each time you hit a creature with an attack that adds your Sneak Attack bonus damage, you can use Cunning Strike feature to reduce the bonus damage by 1d6 and learn one of the following characteristics of your choice:

Armor Class

Highest Ability Score

All Special Senses

Lowest Ability Score

Resistances, Immunities, & Vulnerabilities

One Trait or Action from its stat block

In addition, if you use Predictive Fighting to take the Search action, you have advantage on your ability check if you have hit the target with an attack since the end of your previous long rest.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Adept Investigator (Level 13)

Your investigative process leaves no stone unturned. Using the survey dungeon or survey settlement Exploit takes you half as much time and you gain twice as much information.

Also, whenever you finish a long rest in a settlement, or a short rest in a dungeon, you gain the benefits of the survey dungeon or survey settlement Exploit, respectively. Though, this feature does not interrupt your short or long rest.

Unerring Sight (Level 13)

Your perceptive abilities rival those of supernatural entities. You gain Truesight to a 10-foot radius, and when you observe anything within that radius you have advantage on all Insight, Investigation, and Perception checks.

As you gain levels in this class, the radius of this Truesight grows to match the radius of your Blindsense feature.

Exploit Weakness (Level 17)

You perfectly exploit your foe's vulnerabilities. When you use Predictive Fighting, you automatically succeed on the Search check, and you roll d8s, in place of d6s, for your Sneak Attack damage bonus against that creature for the duration.

Mastermind

Mastermind (Level 3)

Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

Master of Machinations

You have gathered a set of skills to aid in your machinations. You learn to speak, read, and write two additional languages, and you gain proficiency with disguise and forgery kits.

Moreover, if you speak with a creature in its native tongue for at least 1 minute, you can use the roguish charm Exploit without expending an Exploit Die. When you do so, you can expend one Exploit Die to cause the effect to last until the end of the target's next long rest. However, you can't regain this Exploit Die while the effect of this Exploit lasts.

Tactical Acumen

You use your insight into others to aid allies in battle. You can use your Cunning Action to take the Help action as a bonus action on each of your turns.

In addition, whenever you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet, so long as the attacker can see or hear you.

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Manipulative Intuition (Level 7)

You are adept at reading the motivations of others. When you spend at least 1 minute talking with or observing a creature outside of combat, you learn one of the following facts:

  • One of its ideals, bonds, flaws, motivations, or alignment.

  • Its true attitude toward you, or another creature that you observe it interacting with for the same duration.

Once you use this feature on a creature you cannot use it on that creature again until you finish a long rest. Creatures with Legendary Resistances are immune to this feature.

Potent Insight (Level 7)

When you use the Help action to aid an ally in attacking a creature, and their attack hits, you can use your reaction to add your Sneak Attack bonus to its damage roll. However, if you do so, you cannot use Sneak Attack on your next turn.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Devious Tactics (Level 13)

You have no qualms about leaving others in danger. When a creature you can see targets you with an attack, you can use your reaction to force a creature within 5 feet of you to make a Dexterity saving throw against your Exploit Save DC that it can choose to fail. On a failed save, you switch places with it, and it becomes the target of the attack in your place.

Inscrutable Mind (Level 17)

Your conspiratorial mind is nearly impossible to manipulate. Whenever you make an Intelligence, Wisdom, or Charisma saving throw, you add your Intelligence modifier to your roll.

Lastly, your thoughts and dreams cannot be read by magic unless you allow it. If a creature attempts to read your mind, you can deceive it with false thoughts by making a Deception check.

Phantom

Phantom (Level 3)

You have formed a mystical connection with the border between life and death, and serve as a gateway to the afterlife. You have learned to draw upon this special connection to gain knowledge from the dead, and by immersing yourself in the mystical power of death you gain strange abilities normally associated with spirits.

Knowledge of the Grave

You can call upon spirits who have passed beyond this life to share their knowledge with you. You gain proficiency in one skill or tool, or learn to speak, read, and write one language of your choice. During a short or long rest you can replace the proficiency or language with another of your choice.

Grave Bolt

You channel the pain and death of others into sinister magic. When you hit a creature with an attack that adds your Sneak Attack bonus damage, you can force a different creature that you can see within 30 feet to make a Wisdom saving throw against your Exploit save DC.

On a failed save, roll half the number of dice you would roll for your Sneak Attack damage bonus (rounded up), and that second creature takes necrotic damage equal to your roll.

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Soul Trinkets (Level 7)

You can capture the power of recently departed souls. When a creature with an Intelligence of 5 or higher dies within 30 feet of you, you can use your reaction to form a Soul Trinket in a free hand. Soul Trinkets use the following rules:

Appearance

Soul Trinkets are Tiny objects that reflect the true nature and values of the soul they were siphoned from.

Total Trinkets

You can have a total number of Trinkets at one time equal to half your Rogue level (rounded down), and you cannot form a new Trinket while at your maximum.

Undead Resilience

While you have a Trinket on you, you have advantage on Constitution and Death saving throws.

Dark Offering (Level 7)

You can perform dark and evil magicks fueled by the power of your Soul Trinkets. You gain the following abilities:

Extract Knowledge

As an action, you destroy a Soul Trinket and ask the soul within one question, as if you has cast the speak with dead spell

Grave Smite

When you add your Sneak Attack bonus damage to an attack, you can destroy a Soul Trinket to change its damage type to necrotic.

Otherworldly Fright

Whenever a creature fails its saving throw against your Grave Bolt you can destroy a Soul Trinket and cause the creature to be Frightened of you until the beginning of your next turn.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Spectral Step (Level 13)

You can partially slip into the realm of the dead. Whenever you take the Dash action you can become incorporeal until the end of your current turn. While in this state you move through creatures and objects as if they were difficult terrain, and you have a 15-foot flying speed.

If you end your turn inside a solid object or creature you are instantly shunted to the nearest unoccupied space taking 1d10 force damage for every 5 feet you were forced to travel.

This force damage cannot be reduced in any way.

Death Knell (Level 17)

You have become so familiar with death that you can channel its inevitable power with ease. When you use Grave Bolt, you can destroy a Soul Trinket to force creatures of your choice within 30 feet of the target to make a Wisdom saving throw.

On a failed save, creatures suffer the effects of your Grave Bolt and are Frightened of you until the start of your next turn. On a success, they only take half as much damage.

Psiknife

Psiknife (Level 3)

Rare amongst those who practice the roguish arts is one who has true psionic potential. When trained to unlock the psionic power within themselves, these Rogues can train to become Soulknives. Using their wondrous abilities they can manifest blades of pure mental power, communicate telepathically, and augment their considerable skills with psionic enhancement.

Psionic Awakening

You have unlocked the dormant potential of your mind. This mental power is represented by a pool of Psi Points equal to your Rogue level. You regain a number of Psi Points equal to your Intelligence modifier (minimum of 1) when you finish a short rest, and all of your Psi Points when you finish a long rest. Your Psi Points also fuel the following abilities:

Mystical Skill

Whenever you fail an ability check, you can expend 1 Psi Point to gain a bonus to that roll equal to your Exploit Die, possibly turning a failure into a success. Should this change the outcome, it is a visibly psionic effect.

Telekinetic Leap

As a bonus action, you can expend 1 Psi Point and 10 feet of movement to jump up to 30 feet in a line, even if this distance would exceed your remaining speed.

Telepathic Link

As an action, you can expend any number of Psi Points, choosing one creature that you can see per Psi Point spent. You and all of those creatures become part of a telepathic network for a total number of hours equal to your Intelligence modifier (minimum of 1 hour). So long as you all remain on the same plane of existence you can communicate telepathically with each other.

Psi Blade

You can conjure blade of pure mental power. As part of an attack, or as a bonus action, you can conjure one Psi Blade in an empty hand and make one attack with it. Your Psi Blades use the statistics of the dagger, but it deals psychic damage on hit, you can use Intelligence for its attack and damage rolls, and its thrown range is doubled.

The Psi Blade emits bright light in a 5-foot radius, its attacks leave no visible marks on your target, and you can dispel it at-will.

The damage die of your Psi Blade grows to match the size of your Exploit Die.

Metaphysical Shift (Level 7)

You can shift your place in reality with the wondrous powers of your mind. You can use your Cunning Action to expend Psi Points (up to your Intelligence modifier) and teleport up to 20 feet per Psi Point spent, appearing in an unoccupied space of your choice that you can see within that range.

Empowered Blades (Level 7)

Your Psi Blades are infused with a portion of your willpower. You can expend Psi Points to use the following features:

Mind Rend

When you hit with a Psi Blade and add your Sneak Attack damage bonus, you can use Cunning Strike to reduce the damage by 2d6 and force the target to make an Intelligence saving throw against your Exploit save DC.

On a failure, it can't take reactions until the beginning of your next turn, and on its next turn it can only do one of the following: move, use one action, or use one bonus action.

Sentient Strike

When you miss with a Psi Blade attack, you can expend 1 Psi Point to gain a bonus to the attack roll equal to your Exploit Die, possibly turning a miss into a hit.

Shimmer (Level 13)

You can erase your presence from the minds of others. As an action, you can spend 1 Psi Point to veil yourself with psionic energy as if you had cast the invisibility spell on yourself.

This effect does not require concentration, but it instantly ends if you make an attack, cast a spell, or touch a creature.

Mental Scourge (Level 17)

You can focus the power of your Psi Blade to strike directly at your foe's mind. When you use Mind Rend to force a creature to make an Intelligence saving throw, you can reduce your Sneak Attack bonus by an additional 2d6 (for a total of 4d6) to empower the strike further. On a failure, the creature is Stunned until the start of your next turn.

You also regain one expended Psi Point Point at the start of each of your turns in combat.

Ruffian

Ruffian (Level 3)

Not all Rogues rely on cunning and subterfuge to overcome foes. Ruffians are Rogues who prefer to face enemies directly and strive to defeat them with devastating blows and ruthless combat techniques. Often employed as the hired muscle for thieves' guilds, criminal syndicates, and other organizations that don't shy away from force, Ruffians are found in almost any settlement, city, or town where crime holds sway.

School of Hard Knocks

You use brute force not often employed by Rogues in combat. Your unorthodox fighting style grants you the benefits below:

  • You gain proficiency with improvised weapons.

  • Your unarmed strikes deal bludgeoning damage equal to your Exploit Die + your Strength modifier on hit.

  • You can apply your Sneak Attack bonus to your attacks with improvised weapons, unarmed strikes, and simple melee weapons. All other Sneak Attack rules still apply.

  • You can use the bonus action granted by your Cunning Action to make an unarmed strike, Grapple, or Shove.

  • You can use your Constitution, instead of Dexterity, when calculating your Armor Class in light and medium armor.

Shake Down

Your work requires skills that you have become particularly reliable in employing. You gain proficiency in your choice of Athletics or Intimidation.

Whenever you make an ability check with either of these skills, you treat a d20 roll of 7 or lower as an 8.

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Intimidating Blow (Level 7)

Your ruthless style of fighting inspires fear in your enemies. When you add your Sneak Attack bonus to a melee attack, you can use Cunning Strike to reduce the bonus damage by 1d6 and force either your target, or a different creature that can see you within 30 feet to make a Wisdom saving throw against your Exploit save DC.

On a failed save, the creature is Frightened of you until the end of your next turn.

Nerves of Steel (Level 7)

Fear is a weapon to manipulate cowards and the weak-willed. You gain immunity to the Frightened condition, and you have advantage on weapon attacks against Frightened creatures.

The fury that fuels you also causes your unarmed strikes to count as magical for overcoming resistance and immunity.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Criminal Connections (Level 13)

You have a knack for finding criminal connections in any city. You learn the Clandestine Source Exploit. It does not count against your Exploits Known, but you cannot replace it.

Dodge & Counter (Level 13)

You can use your enemies' momentum against them. When a creature that is one size larger than you or smaller misses you with a melee attack, you can use your reaction to force it to make a Dexterity saving throw against your Exploit Save DC. On a failed save, it suffers one of the following effects:

  • It falls prone and its speed is 0 for the rest of that turn.

  • If you have a free hand, you can automatically grapple it.

  • You can make one unarmed strike attack against it.

Ruthless Strike (Level 17)

You strike with at those who fear you with ruthless intent. When you add your Sneak Attack bonus to a melee weapon attack against a creature that is frightened of you, you can choose for your attack to become an automatic critical hit.

Once you use this feature you must finish a short or long rest before you can use it again.

Saboteur

Saboteur (Level 3)

Some Rogues combine their various skills with an interest in alchemy to produce explosive effects. Known as Saboteurs, these strange alchemists have many specialties; demolition, siege warfare, and entertainment. No matter their focus, they all delight in violent destruction, and due to the rarity of their talents, Saboteurs are invaluable allies or dangerous foes.

Destructive Strikes

Your work has given you a knack for identifying structural weak points. When you damage a non-magical structure or object with a melee weapon attack, an Explosive, or Exploit, your attack is an automatic critical hit.

You also always apply your Sneak Attack bonus when you attack Construct, so long as you don't have disadvantage.

Alchemical Explosives

You gain proficiency in alchemist's supplies, along with the knowledge of synthesizing the powerful Explosives below:

Explosives Known

You learn to craft two Explosives, a Hand Bomb and one other Explosive of your choice from the list of Saboteur Explosives as the end of this Archetype. In order to learn an Explosive you must meet any prerequisites it may have. You can learn an Explosive at the same time you meet its Rogue level prerequisite.

Additional Explosives

You learn one additional Saboteur Explosive of your choice when you reach 7th, 13th, and 17th level in this class. Also, whenever you learn a Devious Exploit, you canforgo that Exploit to learn another Explosive.

You can learn an Explosive at the same time that you meet any prerequisites that Explosive may have.

Crafting Explosives

During each long rest, you can spend 1 hour using alchemist's supplies to craft one of each Explosive you know, without expending Dice.

Explosives are Tiny objects that last until the end of your next long rest. You determine the appearance of your Explosives, but this has no effect on its effects.

As an action, you can use alchemist's supplies to craft one Explosive you know by spending the number of Exploit Dice listed in its description. When you craft an Explosive in this way, you cannot regain these Exploit Dice spent until the Explosive is detonated or destroyed.

Using Explosives

A creature can take the Use an Object action to throw one of your Saboteur Explosives at a point it can see within 60 feet. It explodes on impact, generating the effects in its description centered on the point of impact.

Explosive Save DC

When an Explosive forces a target to make a saving throw, it does so against your Exploit Save DC

Hand Bomb

Cost: 1 Exploit Die.

On impact, this simple, yet effective explosive detonates and forces targets within 5 feet to make a Dexterity saving throw. They take fire damage equal to your Sneak Attack bonus on a failed save, and half as much fire damage on a success.

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Quick Chemistry (Level 7)

Your skill allows you to concoct and use Explosives quickly. You can use a bonus action on your turn to expend Exploit Dice to craft a Saboteur Explosive you know.

Also, whenever you craft an Explosive, you can change its damage to magical bludgeoning, piercing, fire, or thunder.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Sabotage (Level 13)

You are adept at exploiting creatures who are unaware. Any creature that is Surprised or hasn't yet acted during the first round of combat has disadvantage on its initial saving throw against any Saboteur Explosives thrown by you.

In addition, whenever you roll initiative, you can craft one Hand Bomb without expending an Exploit Die, or craft one Explosive you know, expending Exploit Dice as normal.

Hair Trigger (Level 17)

You have modified your Explosives so you can detonate them from afar. When you craft an Explosive, you can incorporate a rudimentary arcane remote to trigger it from afar.

As an action, you can explode one Explosive that is crafted with a remote trigger, so long as you are within 200 feet of it.

Scout

Scout (Level 3)

Unlike most Rogues, your skills have been honed in the wild. You are adept at remaining unseen, scouting ahead of allies, stalking your prey, or hunting bounties. While you are most skilled in the wilderness, you can still hold your own in the back alleys of cities and deadly dungeons like most Rogues.

Ambuscade

You are always prepared to strike first, often getting the jump on your chosen foes. When you roll initiative, so long as you are not Surprised, you can use your reaction to take the Hide or Search action, or to make a single weapon attack.

If you are Surprised, you cannot take this special reaction, but you can act normally on your first turn of combat.

Skillful Hunter

You are always on the move, never to be caught flat-footed on the hunt. When a creature you can see ends its turn within 5 feet of you, you can use your reaction to move up to half your speed without provoking opportunity attacks.

Also, whenever you make a Nature or Survival check, you gain a bonus to your roll equal to your Exploit Die.

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Wilderness Adept (Level 7)

You have trained to overcome any obstacle you might face in the wilderness. Your speed increases by 10 feet, and you gain a climbing and swimming speed equal to your walking speed.

Moreover, when you take the Dash action, you can ignore any difficult terrain caused by natural phenomena.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Deadly Hunter (Level 13)

The wilds have taught you that the hunter who strikes first is often victorious. You add your Proficiency Bonus to initiative rolls, and when you use your Ambuscade reaction, you can move up to half your speed as part of that reaction.

Also, when you hit a creature with your Ambuscade attack, you can mark it for death. For the rest of the round, creatures of your choice have advantage on attacks against that target.

Twin Strike (Level 17)

You strike with quiet, deadly speed. When you take the Attack action, you can make one weapon attack as a bonus action on that same turn. You can also apply your Sneak Attack bonus to this attack, even if you have already used it on this turn, so long as these attacks do not target the same creature.

Seeker

Seeker (Level 3)

Many Rogues use their larcenous talents to plunder forgotten temples and dusty tombs, and sometimes they uncover elder magic. Known as Seekers, these arcane explorers are known for collecting ancient secrets and fragments of eldritch power to augment their considerable skills with strange abilities.

Relic Hunter

You have spent many long nights learning about civilizations long forgotten by most mortals. You learn to speak, read, and write two additional languages of your choice. Often, Seekers choose to learn archaic, ancient, or exotic languages.

You also gain proficiency in History, and if you spend at least 10 minutes touching and examining an object, you can ascertain its civilization of origin and its approximate age.

Relic Magic

You have cobbled together an eclectic assortment of arcane objects and trinkets that grant you the following benefits:

Relics

Relics are Tiny objects imbued with strange and ancient magics, and they often resemble the origin or type of magic within them. At 3rd level, you have three Relics.

Relic Spells

Each of your Relics is imbued with a Relic Spell of your choice that cannot be changed. A Relic Spell is a Cantrip or Ritual spell of 2nd-level or lower, chosen from any class spell list. While you hold a Relic, you can cast the Cantrip or the ritual version of the spell within it.

Additional Relics

You gain two additional Relics of your choice when you reach 7th, 13th, and 17th level in this class. Also, each time you gain a new Relic, you can replace one of your current Relic spells with another spell of your choice.

Sneak Attack

Relic Spell attacks qualify for your Sneak Attack even though they are not ranged or finesse weapons. You must meet all other Sneak Attack requirements.

Saving Throws

Your ability to use the magic of Relics is based on your understanding of their ancient workings. If a Relic requires a spellcasting modifier you use Intelligence:

Spell save DC
Spell attack modifier

Elder Relics (Level 7)

In your strange travels and adventures you have unearthed Elder Relics. You gain two Elder Relics, each contain one of the features listed below. Elder Relics use your Rogue level and Relic Spellcasting modifier:

Channel Divinity

The Elder Relic contains the rites for a Channel Divinity from a Cleric Divine Domain of your choice. You can invoke the Channel Divinity once between each short or long rest.

Eldritch Invocation

The Elder Relic contains one Eldritch Invocation of your choice from the Warlock. To choose an Invocation, your Rogue level must meet the Warlock level prerequisite, if any.

Greater Ritual

The Elder Relic contains one ritual spell of your choice of 5th-level or lower.

Optional Rule

Talk to your DM about using Relics that can mimic the effects of Totems, Talents, or Blood Curses!

Optional Rule: Elder Relics

Talk with your DM about using Elder Relics that mimic effects of Totems, Talents, or Blood Curses!

Ancient Magicks (Level 13)

You have added many esoteric and forgotten secrets to your collection. During a long rest, you can perform a 1-hour ritual to replaces one of your Relic's spells to another Relic Spell.

Also, whenever you cast a Relic Cantrip you can add your Intelligence modifier to the damage roll, so long as you do not already add your spellcasting modifier to the damage roll.

You also gain two additional Elder Relics of your choice.

Ancient Lore (Level 17)

You understand and can manipulate the magic of the ancient world in a way that few living mortals do. You have advantage on saving throws you make to resist the effects of spells, and you gain one final Elder Relic of your choice.

Finally, over the course of 1 hour, which can be during a short or long rest, you can perform a special ritual on one of your Relics or Elder Relics, changing its effect out for another possible Relic or Elder Relic effect of your choice.

Skinchanger

Elder Shapes (Level 7)

You have gained a greater mastery over your Druidic abilities. You can learn and Shift into Beast Shapes with a CR as high as 1/2. You also learn one Beast Shape of your choice of CR 1/2 or lower, chosen from living Beasts you have seen.

This limit increases again at certain Rogue levels, and each time it does you learn one Beast Shape using the same rules: at 13th level (CR 1 Beasts) and at 17th level (CR 2 Beasts).

Instinctual Strike (Level 7)

Elder magic suffuses your Wild Shapes. Your natural weapon attacks in Beast Shape count as magical for overcoming both resistance and immunity to nonmagical attacks.

Bestial Physique (Level 13)

Your time spent in Beast Shapes has enhanced the abilities of your normal form. When you make an ability check based on your sense of sight, hearing, or smell, you gain a bonus to your roll equal to one roll of your Exploit Die.

Also, your unarmed strikes gain the finesse property and deal slashing damage equal to your Exploit Die.

Druidic Mastery (Level 17)

You have mastered the primal magic of the Druids. You can remain in your Beast Form transformations indefinitely. Also, when you have no uses of your Wild Shape remaining, you can expend one Exploit Die to use Wild Shape again.

Surgeon

Surgeon (Level 3)

When an adventurer is maimed by a monster or a soldier is wounded in battle, and the luxury of magical healing is not an option, Surgeons step up to fill the void. Using their intimate understanding of anatomy and biology, Surgeons can analyze any ailment, and, when pressed, they can turn their medical knowledge onto their foes, crippling them with precise cuts.

Anatomical Studies

You are a dedicated student of the sciences of medicine and anatomy. You gain proficiency in both Medicine and Nature, and you make Intelligence (Medicine) checks. Also, during a long rest, you can spend 1 hour restocking Healer's Kits, and they regain a total number of uses equal to your Rogue level.

Also, whenever you use first aid, you can expend uses of a Healer's Kit you are holding in place of Exploit Dice.

Surgical Skill

Your knowledge of anatomy allows you to strike with deadly precision. Your weapon attack rolls against Beasts, Giants, Humanoids, Monstrosities, and Undead creatures score a critical hit on a roll of 19-20 on the d20.

You can also use your bonus action to make a Medicine check or to use the first aid Exploit on a creature.

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Surgical Strikes (Level 7)

Your increased knowledge of anatomy and its applications in battle allow you to cripple your foes with ease. When you use one of your Surgeon Exploits with Cunning Strike, its cost is reduced by 1d6 (to a minimum of 0d6) if the target is a Beast, Giant, Humanoid, Monstrosity, or Undead.

You can also expend two uses of a Healer's Kit to cure one creature you touch of the Poisoned condition or one disease.

Cultivated Immunity (Level 7)

You have inoculated yourself against common ailments. You gain resistance to poison and necrotic damage, and you have advantage on saving throws to resist poison and disease.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Fantastical Anatomy (Level 13)

You have learned much about the anatomy of the creatures of the multiverse. Your weapon attack rolls against all creatures except for Constructs, Oozes, and Plants score a critical hit on a roll of 18 through 20 on the d20.

In addition, the benefits of Surgical Strikes now applies to all creature types except for Constructs, Oozes, and Plants.

Expert Surgeon (Level 17)

Your medicinal abilities are nearly supernatural. You can use each of the abilities below once between each long rest:

Deadly Contagion

When you hit a creature with a melee weapon attack, you can force it to make a Constitution saving throw against your Exploit save DC. On a failure, it suffers an effect of your choice from the contagion spell.

Medicinal Miracle

As an action, you can touch a creature which died within the past minute and instantly return it back to life with 1 hit point. This effect cannot return a creature to life if it died of old age, and it doesn't restore missing parts.

Surgical Stimulation

Over the course of 1 minute, you can perform a surgical procedure on one creature which imparts the benefits of the regenerate spell on it.

Swashbuckler

Swashbuckler (Level 3)

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.

A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Fancy Footwork

You dance about the field of battle, vexing your foes. If you make a melee attack against a creature, it cannot target you with opportunity attacks for the rest of your current turn.

Relentless Swagger

You fight with unyielding confidence in yourself and your skill with the blade. So long as you are not Surprised you add your Charisma modifier (minimum of +1) to your initiative rolls.

You also do not need advantage on your attack roll to add your Sneak Attack bonus damage so long as you are within 5 feet of your target, no other creatures are within 5 feet of you, and you do not have disadvantage on your attack roll.

All the other rules for using Sneak Attack still apply to you.

Archetype Exploits (Level 5)

You learn additional exploits for your archetype.

Panache (Level 7)

You have learned to knock your foes off-balance with nothing but wit and cunning words. When you hit a creature with an attack that adds your Sneak Attack bonus, you can use your Cunning Strike feature to reduce the bonus by 1d6 to cause one of the following effects until the start of your next turn:

Charm

One creature within 30 feet that can see you must succeed on a Wisdom saving throw against your Exploit save DC or be charmed by you until the start of your next turn.

Taunt

The creature must succeed on a Wisdom saving throw against your Exploit save DC or, until the beginning of your next turn, it has disadvantage on attacks against targets other than you and it cannot make opportunity attacks.

Archetype Exploits (Level 9)

You learn additional exploits for your archetype.

Elegant Warrior (Level 13)

You move about the battlefield with an unmistakable grace. When you take the Dash action on your turn, including when you use it as part of your Cunning Action, opportunity attacks targeting you are made with disadvantage.

In addition, whenever you make a Strength (Athletics), or Dexterity (Acrobatics), or Charisma (Performance) check you gain a bonus to your roll equal to one roll of your Exploit Die.

Master Duelist (Level 17)

Confidence in your skill with a blade lets you turn failure in combat into success. When you miss with an attack roll, you can choose to add your Charisma modifier (minimum of +1) to your attack roll, possibly turning a miss into a hit.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses each time you finish a short or long rest.